baldwin the merciful |
The group is able to make it past the grease and into a huge cavern that serves as storeroom and bunkhouse for the Bastards. There are two large cages on the southern wall, one contains Janiven and another female who is only wearing a man's tunic, the other cage contains a young man who looks like he has been recently beaten, he is in a loin cloth and fancy but ripped shirt.
Tweaker feel free to do your thing with the locks. The group does have a few moments to get themselves ready, healed and to take a quick look around the chamber as long as the door is watched. Everyone can describe what they are doing and provide a perception checks for me.
Tweaker |
Let me see what I can do about this.
Check for traps: 1d20 + 20 ⇒ (1) + 20 = 21
Pick Lock: 1d20 + 14 ⇒ (13) + 14 = 27
Pick Lock: 1d20 + 14 ⇒ (10) + 14 = 24
Pick Lock: 1d20 + 14 ⇒ (4) + 14 = 18
Oops, looks like I missed that tumbler. Will try again.
Pick Lock: 1d20 + 14 ⇒ (2) + 14 = 16
Got to calm down. Focus and don't look at the man inside.
Pick Lock: 1d20 + 14 ⇒ (9) + 14 = 23
Tweaker |
Avoid damage: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Trapfinding gives plus one and I have Evasion
That was bad. It must have been on some sort of radius trap. Wonder what would have happened if someone had just fallen over here.
Tweaker shakes his head at that trap since possibly dangerous to the people who set it.
Let me work on the locks now
Those 7 d20 rolls averages out to a 6. The roller dislikes me at the moment.
baldwin the merciful |
[dice=Avoid damage]1d20 + 7 +1
Trapfinding gives plus one and I have Evasion
That was bad. It must have been on some sort of radius trap. Wonder what would have happened if someone had just fallen over here.
Tweaker shakes his head at that trap since possibly dangerous to the people who set it.
Let me work on the locks now
Those 7 d20 rolls averages out to a 6. The roller dislikes me at the moment.
You triggered a modified burning hands trap, DC26 Perception, modified in that it only effects the one square rather than a 15ft cone.
The first pick attempt did succeed on the noble's lock.
Now you can try to detect a trap on the second lock where the two others are held. Regardless the first attempts to open the lock fail.
Tweaker |
That is fine. I am getting some bad rolls. Forgot to add one for no armor penalty on Disable
Find Traps: 1d20 + 20 ⇒ (7) + 20 = 27
Pick Lock: 1d20 + 15 ⇒ (20) + 15 = 35
Find Traps: 1d20 + 20 ⇒ (11) + 20 = 31
Pick Lock: 1d20 + 15 ⇒ (19) + 15 = 34
Looks like I had to wake the dice roller up
Duncan Redhammer |
Duncan retrieves Janivien's bow and...a bastard sword?He walks over to the cage carrying it and asks the other women, This be yers?Fine Choice. Hey, Sneak git this open, we got two fighting women looking for Vengeance I'm guessin. Ain't wise t'cage Janivien.
Perception1d20 + 6 ⇒ (16) + 6 = 22
Lucrezia Villanova |
"Yes, that sword is mine and I would love to use it to slice open those damn bastards. Of course I'd also like to find my clothes and armor, this isn't exactly suitable fighting gear I'm wearing." Lucrezia motions to herself with that last statement and if you hadn't noticed yet, you see she's wearing nothing but a male's tunic.
"Thanks for the rescue by the way. My name's Lucrezia." Lucrezia looks around at all the "rescuers", noting that at least one looked familiar. Hmm, I know I've seen that woman at the Grotta before and I think I've seen the dwarf too at that smithy. Only damn place I can buy decent weapons for a reasonable price. Speaking of which where the rest of my damn stuff?
Lucrezia begins to look about for her belongings and will begin to dress here in the cavern since she isn't going to go wandering about by herself to look for a private dressing room.
perception to search 1d20 + 9 ⇒ (20) + 9 = 29
baldwin the merciful |
LOL the dwarf hasn't noticed your lack of clothing BUT the dandy and Andrea certainly have taken an interest.
Duncan would notice the marking on the bastard sword was from Gruum's shop, as he hands it back to you hilt first.
Lucrezia you notice your chain shirt across the way and your clothing. Your dagger is near clothing.
You find your tools, tindertwig but not your acid or alchemist fire. You do not see your cold iron dagger, bow or quiver anywhere.
I will assume if you were working you don't have the backpack full of adventurer gear with you. Perhaps a small pouch of necessary items.
Lucrezia Villanova |
Yeah, the dwarf wouldn't of noticed and yeah, there's not call to use bow and arrows as a bouncer.
baldwin the merciful |
The group does take note of a 3 CLW potions on the non-cooked tiefling. Janiven hands two to Lucrezia and one to Tweaker. There are two short swords and 3 light maces on a weapon rack.
Janiven takes a few moments to slip on her clothes and armor, grabbing a few things she she's of hers. Then one of the short swords from the dead tiefling, testing the weapon briefly. Fury in her brown eyes, "Fiosa stay back in this room with the noble, we will be back shortly." Turning her attention to the door.
Tweaker, Orsin, John, Andrea can still make a perception check as they quickly look through the room.
Duncan Redhammer |
Duncan you hear noises coming from behnd the door, you sense they are getting ready for you assualt. Sounds like quite a few voices.
You switched out your stonework abilities, correct?
Yep
Duncan motions for everybody to back out the way they came. He points at John, motioning that the fighter should watch the door. Then he drags the bed in front of the door. GOOD RIDDENCE!
Back out in the tunnel a bit he keeps his voice low.
Heard some talking behind that door, like they was getting ready fer a final stand. Let's just wait here for 5 minutes. Let their defensive spells expire. If they think we left and open the door curious, we attack. Regardless, we get to 5 minutes, we go in. Or we could set the bed alight and let it smoke em out. The tunnels won't burn but the door will.
Tweaker |
Tweaker tries to hear what they are saying on the other side before moving to search what he can for his gear.
Listen: 1d20 + 17 ⇒ (13) + 17 = 30
Lucrezia Villanova |
If we have time, Lucrezia will keep poking about the room. Do I need to make an additional search check?
Andrea1 |
Holy cow! Go to sleep and 20 posts.
Andrea is relieved that Janiven is still alive but a strong sense of shame flows back through her as she rememebers her error. Andrea gives the noble a potion of CLW to drink as she moves away to help Shinon watch the rear, hiding her face again.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
baldwin the merciful |
No additional checks are necessary Lucrezia
You find 3 additonal potions that are bottled similarly CLW, there is another potion in black bottle written in a strange tongue. There are an 4 daggers, and heavy mace. 215 GP, 314 SP, 149 CP, 7 gems One appraise check will work
No more of your gear. There is some of Tweaks things though:
His comp short bow and quiver, Msw shortsword, his thieves tools are there too. Nothing else though.
Duncan Redhammer |
Duncan will scowl at but not stop anyone from moving about. Everytime someone makes a noise, he restarts his count, he does motion with his flint about possibly setting the bed alight. He looks around at his allies for a positive or negative head shake.
baldwin the merciful |
Duncan will scowl at but not stop anyone from moving about. Everytime someone makes a noise, he restarts his count, he does motion with his flint about possibly setting the bed alight. He looks around at his allies for a positive or negative head shake.
Even the rustling that is occurring sounds like a silence spell to Duncan's ears. Being use to the anvil and hammer and clinking armor sound.
Lucrezia Villanova |
untrained appraise 1d20 ⇒ 7
After searching about, Lucrezia returns to where the main portion of the group is with her arms full of stuff. Setting the weapons on the ground she'll ask: "I found all my stuff already, this belong to anyone else here? And can anyone read what this weird bottle says?" Lucrezia holds out the black bottle.
"Did that fellows family hire you all to get him outa here?" That last is said with a nod towards the young noble.
Duncan Redhammer |
Duncan casts a cantrip and looks over all the gear.
Detect Magic+Spellcraft1d20 + 9 ⇒ (15) + 9 = 24
baldwin the merciful |
The potion in the black bottle is magical, it's an angry looking script on the bottle.
---
Andrea looking at the gems see's one pearl with a value of 100GP, the other six are jade chips: 7, 11, 6, 23, 19, 31 GP respectively.
---
John heals some of his wounds. Are you taking another?
---
The situation as you know it from piecing together Janiven, the noble and Lucrezia's obserbation are: The leader, Palaveen is a cleric of Asmodeus and he went in the other room, along with a sorcerer, and the sergeant named Digger. Three other tieflings went in the room but they resemble thugs. The sorcerer has a wand of some type.
Duncan Redhammer |
Duncan gathers everyone in after 5 minutes. He leaves John watching the door.
Keeping his voice low.
DM does the doors hinges mean it swings inwards or outwards? What is the time and will that bed fit through the door? Is there a gap between the bottom of the door and the floor? Is the door wood or stone.
So here's me idea. That's and enclosed room and they got no way out, otherwise they'd a used it. So time and preparation is on our side. If we go in they gonna still have spells they can use against us. Let's use our advantages, if ye charge in some of us are getting hurt.
We pour me last oil on the bed. Flip the bed sideways so's it fits easy through the door. Then we light the bed an we open the door an shove the bed in. I ain't saying burn em, but the smoke and fire will make em come out where we will be waiting. Blades ready and spells up. Ambush. We win. Get it? Soon as the fight's done I keep casting 6 gallon buckets at the bed and put it out. If I can't put it out. We leave. Them tunnels are dirt and stone they won't burn. We should gather and pack the loot now so we got it if we need to get out
Tweaker |
Tweaker lets the group know he heard "We stand our ground here...blast what comes through." ...pauses, Can't we use that one to negotiated with them...to let us out?" the second voice says.
He collects his gear and straps on the sword as he gets the shortbow ready. That plan works but there is someone else they have back there. Just need to be careful. Anyone know of anyone else missing?
Duncan Redhammer |
They got someone in there? Crap. Well we could just buff ourselves and go in. I be pretty good at resistin spells so I'll volunteer to go in first and Kill the mage. John can follow and go after the lead bastard. Hopefully they already wasted some defensive spells thinking we were chargin in earlier.
Janiven |
The door as the same simple wooden design found in the other areas, this door jam and fitting looks newer though as if its been recently built. The door swings inward towards the other room from the looks of things. As for the width, it's an average size opening a bed would need to be turned and angled and manipulate the entire time to get it to fit through the opening. There is no visible light or cracks on the fittings between wood and the stone.
Janiven will nod and consider Duncan's plan, "They are tainted blood tieflings they should have fire resistance; and well, there are a couple spellcasters, who may be able to put out he fire as easily as we set it.
She looks at Tweaker, "What makes your think they have someone in there of value? There are lots of missing people these days." She thinks about it another few seconds and continues, "Seems like who ever is in the leader's inner room is of a higher value then this young noble."
Tweaker |
All I can say is what they said. It might just be an innocent but do we have the right to risk their life? Let me check the door
Look for traps: 1d20 + 20 ⇒ (13) + 20 = 33
Tweaker |
I couldn't find any traps. I will be standing back with bow ready for whatever is decided.
Tweaker backs up and lets dwarf work out how he is getting through the door.
Duncan Redhammer |
Keep yer voices down. Looks like we're doin it the hard way. I can cast protection from evil on meself and divine favor. Ye got anything left Wasp?
Lucrezia Villanova |
"Count me in for whatever you guys are planning. I want a little payback on these bastards for sticking me in this damn cage. I also wanna castrate whoever the hell stripped me."
Andrea1 |
Andrea looks at the Infernal Writing on the bottle. This allows one to resist coldness if they drink it.
If we must charge in, I can help counter any damage they dof rom magic since I have two strong healing spells and my channeling still available.. So a strong charge by Duncan and John can deflect any magical attacks if we follow a few feet behind them. I can also cast a small charm that can help John resist any magical attacks, it is slight though Guidance
Janiven |
Are you all in agreement? What will the order be? Duncan, john then who? Fiosa and the noble will say back. Shinon near the back providing cover once you are in room.
Janiven grabs Duncan by the scruff, "Don't go getting yourself killed there are at least two spell throwers in there and front line fodder. Asomodeus only knows what else they may have planned. No shame on hitting them and pulling back - if necessary."
baldwin the merciful |
Tweaker: 1d20 + 8 ⇒ (6) + 8 = 14
Lucrezia: 1d20 + 3 ⇒ (20) + 3 = 23
Andrea: 1d20 + 0 ⇒ (7) + 0 = 7
Orsin: 1d20 + 0 ⇒ (8) + 0 = 8
John: 1d20 + 5 ⇒ (7) + 5 = 12
Shinon: 1d20 + 5 ⇒ (1) + 5 = 6
Duncan: 1d20 + 3 ⇒ (4) + 3 = 7
Janiven: 1d20 + 3 ⇒ (17) + 3 = 20
Ermolos: 1d20 + 2 ⇒ (14) + 2 = 16
Tieflings: 1d20 + 5 ⇒ (6) + 5 = 11
Skelton dogs: 1d20 + 6 ⇒ (18) + 6 = 24
The roller rescuffled the dice on me Again. The order belwo reflects the orginal order.
Init Order for Final Bastard's Conflict:
Lucrezia
Janiven
Tieflings
Tweaker
John
Ermolos
Skelton Dogs
Orsin (The init dice bot hates you)
Duncan
Andrea
Shinon
Rd 1 begins:
Here is the map:
Lucrezia Villanova |
Well, I guess Lucrezia will be waiting to go till after Duncan and John.
attack 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d10 + 3 ⇒ (4) + 3 = 7
Following the other two if they rush in, Lucrezia will attack whatever target the other two aren't blocking the way too.
I'll designate a target after the other two going first pick their targets. (though if I take too long to pick, go ahead and choose for me)
baldwin the merciful |
I think for ease of tracking, so we are not all backtracking with held actions, we can begin the round with John and Duncan's action during a surprise RD. Then RD1 begin with Lucrezia. That will make it easier to track.
Surprise RD:
Duncan and John.
Duncan as you push the door open and move in 5 ft into the room, there are two skelton dogs (H8 and G8, the grid lines are wide and gappy since I enlarged the map), there is also a a menacing looking tiefling wiht razor sharp claws standing near the south wall I8)
Duncan you have your std action and 15 more feet of movement but movement it's likely to bring AoO's.
Duncan Redhammer |
Duncan casts both Protection from evil and Divine Favor on himself AC is 21 alone/23 next.to john and opens the door, accepting whatever attacks they have readied and moves north to the purple dressed Caster (accepting an AOO if needed)
Spellcraft to ID incoming hostile spell, success adds +1 to his save1d20 + 9 ⇒ (1) + 9 = 10
1 hand Attack, PA, Divine Favor 1d20 + 6 - 1 + 2 ⇒ (15) + 6 - 1 + 2 = 22
Damage, PA, DivFavor, Destructive Smite 1d10 + 3 + 2 + 2 + 1 ⇒ (8) + 3 + 2 + 2 + 1 = 16
Raghh!!
baldwin the merciful |
Duncan casts both Protection from evil and Divine Favor on himself AC is 21 alone/23 next.to john and opens the door, accepting whatever attacks they have readied and moves north to the purple dressed Caster (accepting an AOO if needed)
Spellcraft to ID incoming hostile spell, success adds +1 to his save1d20+9
1 hand Attack, PA, Divine Favor 1d20+6-1+2
Damage, PA, DivFavor, Destructive Smite 1d10+3+2+2+1Raghh!!
Give me an idea of who you are attacking this round. You really haven't identified the spellcaster's locations yet or the room dimensions. I put the map that had the various avatars on it for convenience of posting. So in essence you don't know the spellcaster is in purple or north. What you initially see are two skelton dogs and a the tiefling near the doorway. You can make a perception check once you enter.
Orsino 'Orsin' Bessatte |
Wow, I go to bed and now there are 48 new posts...!
Orsin has watched the proceedings in silent observation. His hesitation in letting that tiefling escape earlier weighs heavily on his conscience and though he is glad to see Janiven is safe, he keeps to himself as the others make battle plans and steal loot.
He has his wand of silence in one hand and his masterwork longsword in the other. He begins a glorious Chelish aria to inspire courage as soon as he is able, the clarion call of his voice resounding off the walls like trumpet. He readies a move action to enter the room when he can do so without provoking attacks of opportunity.
EDIT: Aww, yeah. Post 4000, baby.
baldwin the merciful |
Two sacks of gooey substance are thrown at the dwarf as he enters the room. The bags are thrown from behnd the skelton dogs.
Tanglefoot ranged touch att: 1d20 + 2 ⇒ (14) + 2 = 16
Tanglefoot ranged touch att: 1d20 + 2 ⇒ (17) + 2 = 19
The sticky substance covers the dwarf with its resin, slowing him down.
Make two DC15 Reflex saves. If you make each one your movement is slowed by half, if you fail then you are glued to the floor with -2 att, -4 Dex. The penalties do not stack.
Duncan Redhammer |
Perception check: Find a dude who looks like that mummy guy or wearing wizardy type robes and go smack him.1d20 + 6 ⇒ (15) + 6 = 21
Reflex Save1d20 + 4 ⇒ (7) + 4 = 11
Reflex Save1d20 + 4 ⇒ (14) + 4 = 18
If Duncan can complete his move still attack Mummy guy. If he is stuck then attack whoever he threatens.